Bimodicals-Ratpack icon

Ratpack

Lasers, harpoons, railguns, kinetic hammers, wrecking balls + 57 other cards — plus spells, Wild Magic, Waves and Boss Rush for ROUNDS.

Last updated a day ago
Total downloads 597
Total rating 1 
Categories Client-side Server-side Custom Cards Gameplay Visual Effects Modpacks Patch Gamemodes
Dependency string Bimodicals-Ratpack-1.12.1
Dependants 1 other package depends on this package

This mod requires the following mods to function

BepInEx-BepInExPack_ROUNDS-5.4.1900 icon
BepInEx-BepInExPack_ROUNDS

BepInEx pack for ROUNDS. Preconfigured and ready to use.

Preferred version: 5.4.1900
willis81808-UnboundLib-3.2.14 icon
willis81808-UnboundLib

This is a helpful utility for ROUNDS modders aimed at simplifying common tasks.

Preferred version: 3.2.14
Pykess-ModdingUtils-0.4.8 icon
Pykess-ModdingUtils

Utilities aimed at making modding easier and more accessible

Preferred version: 0.4.8
Pykess-CardChoiceSpawnUniqueCardPatch-0.1.10 icon
Pykess-CardChoiceSpawnUniqueCardPatch

Patches erroneous logic in the base game CardChoice method SpawnUniqueCard

Preferred version: 0.1.10
Root-RarityLib-1.3.0 icon
Root-RarityLib

A utility library for adding custom rarities to the game.

Preferred version: 1.3.0
olavim-RoundsWithFriends-2.2.2 icon
olavim-RoundsWithFriends

ROUNDS multiplayer extension

Preferred version: 2.2.2

README

RATPACK — LASERS, HARPOONS, RAILGUNS, KINETIC HAMMERS, WRECKING BALLS + 57 OTHER CARDS!

Turn ROUNDS into a physics-heavy arsenal of ridiculous weapons, movement tech and magic. Swing a wrecking ball, launch players with a kinetic hammer, pin them with a harpoon, punch through the arena with a railgun, melt them with a laser — then stack the rest of the pack into completely broken builds. Also includes Wild Magic, spell cards, Waves and Boss Rush.

Install

  1. Close ROUNDS and remove the previous Ratpack/Modsthatmakeadammad version from your mod-manager profile.
  2. Import this ZIP as a local mod, or upload it to Thunderstore. Install the dependencies listed in manifest.json.
  3. For a manual install, copy all three DLL files from the ZIP root into the same BepInEx/plugins folder.
  4. Every multiplayer participant should use the same Ratpack version and dependency versions.

1.12.1 visual and balance update

  • Summon Chair: replaced the old hanging-chair card image with a full action illustration embedded directly in the card resource. The in-game warning is now a larger purple spell glow with paired conjure/landing spark bursts. The folding-chair hit cue is stronger while the underlying damage, critical chance and obstacle rules remain unchanged.
  • Polymorph: the actual transformation burst is larger and violet rather than a plain white puff. The existing spell trail, star burst, layered wool, animated hooves and expressive sheep rendering remain active during gameplay.
  • Rarity review: the tiers were checked against how much each card changes a round. Summon Chair remains Uncommon, Polymorph remains Rare, and the full-build/game-changing mechanics remain in Very Rare. Duplicate scaling is unchanged: extra Summon Chair copies add 25% chair damage and extra Polymorph copies add 25% sheep duration.
  • Thunderstore package: new Ratpack icon, exactly 256×256 PNG. manifest.json, README.md and icon.png are all at the ZIP root.
  • Clean release: development-only preview, test and source artifacts are not included in the publish ZIP.

Reloading

Guns use normal ROUNDS reloading. An empty magazine starts a reload automatically, and a partly used magazine refills after you stop firing for a moment. Ratpack does not install a manual-reload override.

Let It Ride

Rare card. Hold W+A+S+D together to bet a random other card. Keyboard only: a controller stick cannot press all four directions simultaneously.

Draw Chance Result
Win 25% Keep the stake and gain a random eligible card.
Nothing 50% Keep the stake.
Loss 25% Remove the staked card.

The host rolls the outcome, stake and prize and shares the result. Let It Ride itself cannot be staked or won. A spin lasts 1.8 seconds, then cooldown is 12 seconds divided by held copies.

Otto custom audio

To use your own local disco track for Otto, place a PCM 16-bit WAV named OttoDisco.wav beside the three DLLs before launching ROUNDS. The audio file is not included in Ratpack.

Game modes

You pick a card at the start and after every win, the same as a normal match.

Solo. Pick the mode under LOCAL, join with your keyboard or controller and press ready.

Co-op on one computer (2 to 4 players). Pick the mode under LOCAL and have each player join with their own controller or the keyboard. The run starts when everyone who joined is ready.

Co-op online (2 to 4 players). Host a private lobby, invite your friends, choose Waves or Boss Rush as the game mode and have everyone ready up. RoundsWithFriends only starts a lobby in which the players have picked different colours; once the run begins everybody is on the same team whatever their colour.

In co-op each player picks a card in turn. A player who dies sits out until the wave or boss is over and comes back for the next one; the run is lost when everyone is down at once. The bots are the same strength as in solo. Online, the host's game decides when a wave is cleared or lost, and the host answers the "play again?" prompt for the lobby. If anyone leaves or loses connection mid-run, the run ends for everyone and returns to the menu; start a new lobby to play again. Joining a run that has already started is not supported.

Waves. Bots come through portals, one wave after another, and they don't all arrive at once: a couple open the wave, then the rest come through one at a time as the fight goes on, faster on later waves. A counter at the top shows how many are left, with a pip for each bot (dim pips are still on their way). Wave 1 is a single weak bot. Each wave brings more of them with more health, harder-hitting guns and cards of their own from wave 4. From wave 3 some are rushers, from wave 4 small fast bots join in, from wave 6 some are sharpshooters, and from wave 7 big slow brutes with lots of health. Every fifth wave is an elite wave that ends with a big, glowing sharpshooter. If nobody takes any damage for about 40 seconds it goes to OVERTIME and the bots start losing 5% of their health a second until someone lands a hit. You heal between waves. When you die it shows how many waves you survived and asks if you want to play again. Your best wave is saved.

Boss Rush. Eight bosses in a row, each built from this mod's cards, with a health bar across the top. Below 35% health a boss enrages and fires and moves faster. From the fifth boss on, small fast minions come through as reinforcements during the fight (the first after 6 seconds, then one every 14 seconds while there is room), and they die with their boss. Overtime works the same way as in Waves, after 45 seconds without damage. If you lose you can retry the same boss and keep your cards.

# Boss Health Cards
1 The Foreman 350 Box Launcher, Breakaway Armour, Heavy Crown, Huge
2 The Painter 450 Paintball, Splitter Pods, Porcupine Principle, Bouncy
3 The Demolitionist 550 Mines, Black Powder, Hot Potato, Explosive Bullet
4 The Wrecker 650 Wrecking Ball, Contact Sport, Handshake, Brawler
5 The Conductor 750 Lightning Arc, Vacuum Chamber, Dance Dance, Quick Reload, 1 minion
6 The Hunter 850 Harpoon, Last Word, Emergency Exit, Homing, 1 minion
7 The Singularity 1000 Black Hole Round, Gravity Well, Unfinished Business, 2 minions
8 The Railmaster 1200 Railgun, Breakaway Armour, Dead Man's Switch, Steady Shot, 2 minions

Game over and victory use the game's own round-end sounds. Records (best wave, furthest boss, full clears) are kept in the mod's config file under Records.

Common

Small tricks that add options without taking over.

Card What it does
Dead Man's Switch Taking damage arms a pulse for 0.75s. Block in that window to throw nearby enemies and their bullets away (no damage). A block outside the window is just a block.
Borrowed Cover Blocking on the ground pulls a slab of cover up in front of you for 2s. It stops your shots too.
Counterweight Soaks up 40% of incoming knockback. Your next jump lets it out as extra lift (up to 2x). You're slower while it's stored.
Pickpocket Brushing past an opponent takes one loaded round from their magazine into yours. Once every 3s per opponent, never their last round.
Moving Day Blocking against a wall slides you up it and around the next corner, onto a ledge or along a ceiling. You can shoot while sliding.
Reload Relay Reloading throws a glowing magazine out behind you. Catch it to finish the reload at once; miss it and the reload runs as normal.
Reverse Pickpocket Passing through an opponent loads a dud into their gun: their next shot is confetti and a hard recoil. Once per opponent per point, and a small spark gives it away.

Uncommon

Strong but with a clear catch.

Card What it does
Mines Bullets plant a beeping mine every time they hit terrain, bounces included. It arms after 0.4s and explodes when anyone gets close (you too) or after 15s, for 125% bullet damage. Beeps speed up as the fuse runs out. Direct hits deal 50%. Up to 8.
Harpoon Blocking fires a harpoon on a rope. Hold block to reel: a hooked player is dragged to you, a hooked wall or floor drags you to it. The rope trails the harpoon in flight, then snaps tight. Faster bullets make it fly faster and reel harder. No map-edge damage while reeling and for 1s after.
Sawblade Terrain hits release a blade that rolls along floors and walls, flies off edges under gravity and keeps rolling where it lands. It cuts for 40% and shatters after 5s. It can cut you.
Lightning Arc -40% damage. Hits arc to the nearest other enemy for 60%. Shots into walls stay as crackling nodes until your magazine runs out; every shot you fire meanwhile zaps from each node to the nearest enemy.
Box Launcher Your gun fires crates. They smash into players for full damage and big knockback, then land as solid terrain for 10s. One crate per bullet fired at once, launched at your bullet speed. More bullets per shot or a bigger magazine make each crate smaller. Up to 12 out at once.
Breakaway Armour A hit over 25% of your max health sheds an armour shell: that hit is halved and you're launched away from the attacker. One shell per life.
Porcupine Principle Every bullet that hits you leaves a quill (up to 6). Your next block fires them outward; each quill that hits deals 8% of that player's max health. Quills reset every round and drop when you die.
Hostile Architecture Your last two shots into terrain mark two points. Blocking builds a solid bridge between them for 4s. It blocks everyone's movement and bullets, and can trap you.
Frictionless Your footsteps leave slick ground for 3s. Anyone else who steps on it keeps sliding at the speed they came in (at least a slow slide) until they get off it. Your own trail doesn't catch you.
Dance Dance Arrows (left, up, right) fall towards a row of outlines above your head, one every 0.9s. Hold S and press the arrow's direction as it reaches the outline to heal 2.6% of your max health; each step in a row adds 0.6%, up to 5% at a 5-step streak. A wrong direction, a mistimed press or letting an arrow go by while you hold S resets the streak. Arrows you ignore without holding S cost nothing. While you hold S, W counts as the up arrow and does not jump; Space still jumps. bot enemies never dance.
Rubber Soul Hit a wall or ceiling at speed (8 or more into it) and you bounce off with 85% of your speed, never slower than 14, plus a little lift off walls. The bounce loads your next shot with +20% to +80% damage, more the harder you hit (full at 40). An orange pulse shows it is loaded. It lasts 5s; once you fire it has 1.5s to land, and only that shot (all its pellets) gets it.
Redline A meter under you fills while you move at running speed or faster (about 6s running, 2.5s at high speed) and drains over 6s while you stand still. Slow walking holds it. A full meter adds +50% to all damage you deal, in ten steps. It empties at the start of each point.
Spring Loaded Stand on the ground and hold S to wind up, then jump: a full second gives +90% jump power, less for a shorter hold. Small pulses at your feet show it winding and a bigger flash shows when it is full. The charge is spent on your next jump and cleared at the start of each point. Works in sandbox too.
Animate Objects Blocking brings up to three loose objects to life for 6 seconds, the nearest ones first, wherever they are in the arena. Each one wobbles for 0.4s, then hops at the nearest enemy, again and again. Crates only appear beside you if the arena has fewer than three loose objects. A ram deals 15% of your bullet damage. The crates are solid when they land, and two enemy bullets break one. Objects that were already in the arena just stop moving when the time is up. One batch at a time.
Otto's Irresistible Dance The last round in your magazine hangs a disco ball where it lands, on a player or on terrain, for 4 seconds. Opponents within 5 units of it dance for as long as they stay there: a little hop every half second, and their shots veer up to 14 degrees either way. They can still move, fire and block, and each block a dancer makes takes 1.5s off the ball. Walking out of the light ends the dance.
Summon Chair Blocking conjures a wooden chair up to 7 units above the point you are aiming at (up to 12 away). A shadow on the ground warns of it for 0.6s, then it falls, bonks enemies for 60% of your bullet damage and stays where it lands as a solid obstacle for 10s. One time in five it is a steel folding chair for 150%.
Heavy Crown While anyone has this card, whoever has the most health wears a crown: half knockback, but 20% slower and 25% weaker jumps. It moves as soon as someone else has more health.

Rare

Big swings: death saves, area control and new ways to fight.

Card What it does
Remote Charges Terrain hits plant a charge. Charges roll downhill, fall off edges, stick to walls and ride moving terrain. Blocking detonates them all for 125% (you can be caught too). Up to 4.
Gravity Well Impacts open a well exactly where the bullet lands. It pulls players (you too) and bullets for 0.5s, then bursts for 50%. One-shot magazine.
Shockwave The reverse of Gravity Well: a blast (50% to nearby enemies), then a wave that throws players (you too) and bullets away.
Splitter Pods Bullets become pods that split into 6 of your gun's own bullets after 0.8s or on impact, so Explosive, Bouncy, Poison and the rest apply to them. They fan out along the pod's path, deal 25% each, can hit you, and never split again.
Charge Cannon Hold fire to charge. Every 0.5s pulls a bullet from your magazine into the shot: +37.5% damage and +25% size each, so more ammo means a bigger shot. Charged shots glow and fly faster and straighter. You move slower while charging.
Emergency Exit Hold block for 0.5s to mark your spot (everyone can see it). Your next lethal hit sends you back there on 1 HP. Once per life.
Emergency Unzip A lethal hit splits you in two: you shrink to 1 HP and your other half is knocked away. Reach it within 3s to reform with 20% health. If time runs out or an enemy bullet goes through the loose half, you die. Once per life.
Hot Potato Your first hit after a reload sticks a 5s bomb on the target. Whoever touches the holder takes it, and they can pass it straight back. Passing never resets the fuse. It blows for 250% of your bullet damage on whoever holds it.
Unfinished Business 0.4s after you die, you take over the nearest moving piece of the arena for 4s and steer it with your movement keys. Ram an enemy with it for 100% of your bullet damage. With nothing nearby you get a ghostly crate instead. Once per death. In a 1v1 the point usually ends before this matters.
Kickflip Jump while an enemy bullet is right next to you to kick off it: you're launched across its path and the bullet is knocked away at full speed. Mistime it and it hits you like normal.
Contact Sport Running into an opponent (or them into you) swaps your speeds: rush them to launch them while you stop dead. Gentle touches do nothing.
Kinetic Hammer Your gun becomes a big hammer that glows softly, flares on a hit and sheds embers. Hold fire to wind up (up to 0.75s), release to swing: 125% bullet damage, up to +40% for a full wind-up, plus up to +75% from your speed. It also shoves crates and loose terrain. Swing in the air and land within 0.4s for a ground shockwave that deals 25% of the swing; bullet damage widens it. Recovery follows your fire rate. Every other card keeps being offered while you hold the hammer.
Paintball A rapid paintball gun: 55% damage, faster fire, more ammo. The rounds are fat paintballs in your colour with a droplet trail; they splat on walls and floors and leave paint that fades, and spray paint off anyone they hit. Hits turn enemies your colour until they block, and your shots curve towards painted enemies.
Black Powder Your shots leave a continuous powder trail that lasts 6s. Any other bullet passing through it lights it, and the fire races along the whole trail for 50% bullet damage per blast (each target is hit once per fire). Extra copies make a bigger plume and bigger blasts. It can catch you too.
Featherfall Hold jump while you are in the air (once you have stopped rising) to glide. Steer with A and D; let go of jump, or hold S, to fold your wings and drop.
Passenger Jump off a moving crate or platform to take its momentum with you. Heavier objects launch you harder, up to 2.5x their speed.
Headroom Walk on walls and ceilings. Jump up into a ceiling to stick to it and run along it with A and D; push into a wall in the air (or hold W into it on the ground) to stick to the wall and climb with W and S. You follow inside corners from wall to ceiling. Firing lets go at once; so does jumping (which kicks you off), holding S on a ceiling, or pushing away from a wall.
Last Word Every shot that misses adds a pip under you (up to 6). The last round in your magazine hits for +40% per pip, glowing red. Hitting anyone resets the pips. With one round left in the magazine the game no longer refills it by itself while you wait, so the last round stays yours to fire.
Stilts Hold W on the ground and you're up on stilts 2.2 units high in about a tenth of a second, over low fire. You can only shuffle, and shots between your feet and body hit your legs. Let go to drop back down. While you hold W the game's W-jump is swallowed; Space still jumps.
Plunge Hold S in the air to slam straight down on a dagger: you start at full dive speed at once and keep accelerating. A direct hit deals 50% of your bullet damage, whatever your speed. The blade blocks bullets from below and you can't steer until you land. Landing sends out a blast that hits and throws everyone nearby, also for 50% of your bullet damage, wider the faster you were going. After a dive ends there is an 8 second cooldown; a small flash shows when it is ready again, and every point starts with it ready.
Katana Your gun becomes a sheathed katana. Fire to draw and slash in front of you (3.2 units) for 130% bullet damage; it goes back in its sheath straight after. Slash just as an enemy bullet reaches you to send it back faster as your own bullet, and a clean parry readies the blade again almost at once. Otherwise you can't draw again until your reload time has passed. Gun cards turn into sword stats (see below).
Slipstream Blocking fires you along your aim as a dash: 12 units in a fifth of a second, with your speed held so gravity and drag can't eat it. Enemies you dash through take 60% of your bullet damage and are thrown aside, once each per dash. You leave the dash with ordinary momentum.
Catapult Hold S on or beside a crate or other loose terrain for 0.9s to fling it up and away from you, with a little kick back on you. Let go early and nothing is thrown. Doesn't clash with your other S cards: it only works on the ground next to something movable.
Wild Magic Two dice are rolled for you at the end of every round, and the total decides what you become until the next roll. The old effect goes when the new one arrives. The effect is named on screen when a point starts. Each extra copy of the card rolls its own two dice and its effect stacks with the others (up to four copies; two copies that roll the same total share one effect). See the table below.
Polymorph The last round in your magazine is a sparkling spell. An opponent it hits is a sheep for 5 seconds: they can run and jump, but pulling the trigger only produces an angry BAA. Any damage after the spell lands ends it early.
Dimension Door Blocking opens a sparkling door just in front of you and a second one along your aim, up to 14 units away and short of any wall. Anyone who walks into either door comes out of the other, and so do bullets, both ways, enemies included. Blocking again moves your doors. They disappear when the battle ends.
Mirror Image Three copies of you join every battle beside you. They are real characters in your colour, driven by the game's own bot logic: they run, jump, aim and shoot on their own, but their shots do no damage. They have 1 health, so any hit kills one. If you die, they all die at once. They are gone between battles and come back at the start of the next. They do not appear in sandbox.

Wild Magic table

Two real six-sided dice, so the totals are not equally likely: of the 36 possible rolls, 9 land on a really good effect (25%), 18 on a mixed one (50%) and 9 on a bad one (25%).

Total Chance Kind Effect
2 1 in 36 Really good BE THE BOSS: 1.8x size, 5x max health, 70% less knockback. Landing from a fall sends out a shockwave for 50% of your bullet damage. You keep your weapon and cards.
3 2 in 36 Mixed HUMAN ACCORDION: every shot stretches you up to 4 units along your aim and the bullet leaves from the far end, then you snap back over 0.4s. Enemy bullets that cross the stretched body hit you. Moving plays accordion notes.
4 3 in 36 Really good THE MOON HAS FAVOURITES: three rocks circle you and each eats one enemy bullet, coming back 6s later. Your own bullets circle you harmlessly and fire along your aim when you block, after 2.5s, or once eight are waiting.
5 4 in 36 Mixed SHOPPING TROLLEY: ground speed up to 30, but letting go only sheds 4 a second and braking 10. Ramming an enemy at 12 or more deals up to 60% of your bullet damage and throws them. Jumps are 60%. Reloading tips out six bouncing groceries worth 20% each.
6 5 in 36 Really good SUSPICIOUSLY MANY DUCKS: four ducks follow your trail. Each fires a 25% copy of every shot you take. A duck that an enemy bullet reaches eats the bullet and is gone until the next point; you take nothing.
7 6 in 36 Mixed EMERGENCY CLOWN: jumps are 160% and hard landings bounce you back up at 60%, but steering in the air is sluggish. The last round in your magazine is a cream pie: 30% damage, huge knockback. Landing honks.
8 5 in 36 Bad LEGALLY A BALLOON: 1.5x size, you rise steadily whenever you are not moving up faster, and knockback is 180%. Shooting upwards shoves you down.
9 4 in 36 Mixed SENTIENT FRIDGE: +50% max health, 60% speed. Blocking also swings out a door on the side you are facing that eats enemy bullets for 2s.
10 3 in 36 Bad LIVE STUDIO AUDIENCE: a spotlight follows you, your first trigger pull after every reload is confetti instead of a bullet, and being hurt sets off canned laughter.
11 2 in 36 Mixed UNLICENSED FORKLIFT: jumps are 70%. An enemy who touches your forks is scooped up, carried for 1.1s and thrown along your aim for 30% of your bullet damage. They can shoot you while aboard, and blocking lets them off. 2.5s between scoops.
12 1 in 36 Bad FINAL FORM: OFFICE PRINTER: 55% speed on tiny wheels, shots deal 40%, and every third shot jams the gun for 0.9s. Finishing a reload clears it with an error sound.

Very Rare

A tier between Rare and RarityLib's Legendary, for cards that change how the whole game plays.

Card What it does
Laser A strobing, glowing beam for 5s (33 HP/s at base damage), then a 5s reload shown as a ring around you. Each extra bullet adds 1s but multiplies DPS by 0.9. Bounces reflect the beam, and a bounced beam can hit you. It pushes boxes and props, and sets off Explosive Bullet (and other on-hit effects) where it lands. Your other cards reshape it (see Combinations).
Railgun After a wind-up, fire one ray that pierces every player in its path for 200% of your normal bullet damage, then reload. Bigger magazines wind up faster: 1s at 3 rounds, 0.5s at 6.
Bipolar A real second player joins every battle on your team, marked with a ring in your colour. It is built from the game's own player with a copy of all your cards and reads your controls: it walks, jumps, aims, blocks and fires exactly when you do (on the keyboard it aims at your mouse from where it stands). It has its own health, takes hits like anyone else, dies when you die, and is removed at the end of every point so picks and scoring never see it. When you die your twin is killed in the same instant, and nothing it holds (Emergency Exit, Emergency Unzip, Breakaway Armour) can save it, so the round always ends when it should.
Black Hole Round Your bullets are slow, heavy orbs (-55% bullet speed). Each drags nearby bullets in and swallows them, and grabs enemies it passes, carrying them along and slamming them into whatever it hits (35% bullet damage). After 2.2s or on impact it collapses and fires the swallowed bullets back out in a ring.
Bullet Rider Hold jump while you fire to ride your first bullet of that shot, sitting on top of it. Let go of jump to jump off with its speed. If the bullet hits a wall or you're knocked off, you fall. The bullet you ride can't hit you, and you can't damage yourself while riding or for half a second after getting off. The ride goes at 30 times your bullet speed stat and you keep up to 40 times it when you get off, so faster bullets mean a faster ride (between half and triple).
Wrecking Ball Your gun becomes a wrecking ball on a chain that hangs with real gravity and swings with your movement. Fire to fling it out on a long chain for 1s before it reels back to your side. Hits scale with its speed (up to 300% bullet damage). It never hurts you and blocks enemy bullets that hit it. It swishes when flung or swinging fast; impacts are kept quiet.
Skating Rink You glide over any surface like ice. Hold a direction and your speed keeps building, faster the faster you go, over any surface and up hills, to a cap of 42. Let go and you keep sliding. Hold S or push the other way to stop. A soft glide sound follows your speed.
Vacuum Chamber Your shots leave a wind tunnel for 5s that ends where the bullet died, with chevrons scrolling along it to show the way the air moves. Step into it and you're swept along at the bullet's speed (hold S and push against the flow to fight out); crates and other loose props inside it are dragged along too. Enemies can't ride it.
Handshake Touching an opponent trades one random card each way. Both players' stats are rebuilt around their new card list on the spot, so damage, health, speed and reload change with the trade. The trade sticks for the rest of the game or until the next handshake (3s cooldown per pair). Both of you see what you got.

Picking a card twice

Every card in this mod can be picked more than once.

  • Each extra copy of any of this mod's cards adds 20% to all the damage you deal to other players. Three Lasers and two Mines are three extra copies: +60%.
  • Extra copies of Plunge add 25% each to its acceleration and top dive speed, of Skating Rink 25% each to its top speed, of Vacuum Chamber 25% each to how fast your tunnels carry, of Rubber Soul 25% each to the bounce and the damage bonus, of Redline 25% each to the damage bonus, of Dance Dance 25% each to the healing, of Polymorph 25% each to how long the sheep lasts and of Otto's Irresistible Dance 25% each to how long the ball hangs, of Dimension Door 25% each to its range, of Summon Chair 25% each to its damage, one more copy of you each for Mirror Image (up to 5) and one more object each for Animate Objects (up to 5), of Spring Loaded 25% each to the jump bonus and of Slipstream 25% each to the dash speed (up to 80).
  • Extra copies of Black Powder still make a bigger plume and bigger blasts, as before.
  • A card's own stat changes (for example Paintball's fire rate) apply again with each copy, as they do for the base game's cards.

How the newer cards read the game's stats

The cards added since 1.3.4 take their numbers from your build, so the base game's cards change them.

Game stat What it changes
Bullet damage Every damage number quoted as "% of your bullet damage": Plunge, Slipstream, trolley rams, groceries, duck shots, boss stomps, forklift throws, Animate Objects, Summon Chair. Rubber Soul and Redline multiply all damage you deal, whatever dealt it.
Bullet speed Bullet Rider's ride and dismount speed, the Human Accordion's reach, duck shots, Dimension Door's range (0.75x to 2x).
Bullets per shot Each duck's shot is worth the whole volley (25% per bullet, up to 8). The trolley tips out one more grocery per extra bullet. Every bullet of your last shot carries Polymorph's spell, and more bullets make Otto's disco ball wider. All of them orbit under The Moon Has Favourites.
Movement speed Slipstream's dash distance (0.6x to 2x), the Shopping Trolley's top speed, how fast Redline fills (and a slowed player fills it at their own running speed).
Jump Spring Loaded, Emergency Clown, Shopping Trolley and Unlicensed Forklift multiply your jump, so jump cards carry through.
Max health Dance Dance heals a share of it. Be the Boss and Sentient Fridge multiply it.
Size Dash, ram, scoop and door reach, the fridge door, the boss stomp radius and the illusion spacing all grow with you.
Block Slipstream, Dimension Door, Animate Objects, Summon Chair and the fridge door fire on every block, so block cooldown cards speed them all up.
Your other on-hit cards Hits that are not bullets (the dash, rams, groceries, duck shots, forklift throws, animated objects, chairs) trigger Harpoon, Lightning Arc and Hot Potato the same way the mod's crates and blades do.

Combinations

The Laser carries everything else. Without a Laser, the Railgun does, then the Box Launcher, then your bullets.

  • Laser + Mines / Sawblade / Gravity Well / Shockwave / Remote Charges: spawned where the beam meets terrain, rate-limited.
  • Laser + Splitter Pods: the beam forks 7 units out into two extra beams at 22 degrees, 45% damage each.
  • Laser + Bipolar: your twin has the Laser too and fires its own beam.
  • Laser + Black Hole Round: a singularity sits where the beam lands, dragging enemies and bullets into it.
  • Laser + Paintball: the beam paints what it touches and bends onto painted enemies near your aim.
  • Laser + Black Powder: the beam lays a powder fuse along its path that goes up when the beam stops, and it lights anyone else's powder it crosses.
  • Laser + Vacuum Chamber: the beam is a wind tunnel; move along it to be carried.
  • Laser + Last Word: a beam that touches nobody counts as a miss, and the next beam burns 40% hotter per miss.
  • Laser + Bullet Rider: hold jump to surf along your beam.
  • Laser + Hot Potato: the first thing each beam hits gets the bomb.
  • Laser + Hostile Architecture: one sweep marks where the beam started and stopped, ready to bridge.
  • Laser + Harpoon: sustained contact pulls the target to you.
  • Laser + Lightning Arc: beam contact chains to a nearby enemy.
  • Laser + Railgun: wind-up, then a beam that passes through players.
  • Laser + Katana: a laser katana. Every slash is a laser sweep across the slash arc with 4.5x the reach (up to 16 units). Everyone it crosses, in melee reach or not, takes the whole beam's worth of damage at once (5s x DPS; 167 at base), and anyone in melee reach takes the slash on top. The next draw waits the laser's 5s reload.
  • Charge Cannon + Laser / Railgun / Box Launcher: hold for up to 2s for up to 2.5x damage (bigger crates too).
  • Box Launcher + anything: crates count as a hit when they strike a player and as a terrain hit where they land.
  • Mines + Remote Charges: each charge goes off by proximity or your block, only once.
  • Splitter Pods + Mines / Lightning Arc: split bullets plant mines where they land and chain lightning on hits.

Katana conversions

Cards that only make sense for a gun turn into sword stats, and a call-out over your head tells you what each one became when you pick it up.

Gun stat or card Becomes
Damage Slash damage (130% of your bullet damage)
Reload time Time before you can draw again
Extra bullets per shot +15 degrees of slash arc each (100 to 200)
Bullet speed Reach (2.6 units, scaled by the square root, 0.8x to 1.6x)
Bounces +0.03s parry window each (0.2s base, up to 5)
Ammo above 3 +4% slash damage per round (up to +40%)
Laser, Railgun, Charge Cannon, Box Launcher, Sawblade, Splitter Pods, Black Powder, Vacuum Chamber, Bullet Rider, Bipolar, Black Hole Round, Last Word, Reload Relay +10% slash damage each

Lightning Arc, Paintball, Harpoon, Shockwave, Gravity Well and Hot Potato work on slash hits, and Mines, Remote Charges and Hostile Architecture work where the slash strikes terrain. Kinetic Hammer and Wrecking Ball take over from the katana if you hold them too.

Every card has its own sounds and effects, routed through the game's SFX volume and kept below the game's own effects. Turn them up or down with Sound > Volume (0 to 1, default 0.5) in the Ratpack config file in BepInEx/config. Mines and Remote Charges explode with the game's explosion sound plus the mod's own boom, and saws, beams, crates and split bullets use its hit sound. Hazards clear at the end of every point. Two cards are held back on purpose: the Wrecking Ball's clang and swish are softer, quieter, and limited to one clang every 0.35s and one swish a second however much the ball drags; and Sawblades now make a low motor hum that fades in and out, with all live blades sharing one volume budget, instead of each running a harsh loop at full level with the game's saw sound on top. Headroom is silent while you hang still and makes a soft wind sound, at most 0.06, while you move along a wall or ceiling; the thump when you stick is at 0.15 and can't repeat within 0.6s. Featherfall's glide is at 0.10.

Controls

Every card reads the game's own controls (keyboard or controller), so whatever you have bound in ROUNDS works. For the keyboard player the mod also reads these keys directly, and you can add to them under Controls in the Ratpack config file in BepInEx/config (comma-separated Unity key names):

Setting Default Used by
Crouch S, DownArrow Plunge, Catapult, Spring Loaded, Dance Dance (hold to dance), braking on skates, folding wings, letting go of a ceiling
Up W, UpArrow Stilts, climbing walls with Headroom, the up arrow in Dance Dance
Jump Space Gliding with Featherfall, Bullet Rider, jumping off walls and ceilings
Left / Right A, LeftArrow / D, RightArrow Steering while gliding, skating or on a ceiling, the side arrows in Dance Dance

ROUNDS binds W to jump as well. While Stilts, Headroom or Dance Dance (S held) are using W the game's W-jump is swallowed so you can hold the key; Space always jumps.

If a card seems dead, turn on Debug > Log card activity and send BepInEx/LogOutput.log: every card writes a line when it starts or stops doing something.

Balance

Starting values; they need playtesting.